@mainah Another good question; I have two answers.
First, you don’t have to follow the opening plan quite so rigidly as to create a “formula.” If you like battleships, substitute battleships for some or all of your American carriers. If you like tanks, substitute tanks for some of your American artillery. If you like bombers, then load your initial American transports with 100% infantry, and plan to support them with bombers that you buy on later turns.
You also have some choices about theater and exact stacking location, even among the orthodox openings – you can go 80% Atlantic - 20% Pacific, or 70% Atlantic - 30% Pacific, or 60% Atlantic - 40% Pacific. You can stack your Atlantic fleet west of Gibraltar, or east of Gibraltar, or in the English Channel, or in the North Sea. You can concentrate the British economy in factories in Persia/Iraq, or build land units in South Africa and support them with fighters flown in from London -> West Africa -> East Africa, or just build a British Atlantic fleet to liberate France, or mostly send fighters to guard Moscow. All of these are valid options, and together they give you enough of an ability to vary your gameplay that your opponent won’t have a perfectly ‘canned’ response available and will have to calculate fresh how to defend each game.
The second answer is that you wait to do something bold and dramatic until the dice or your opponent do something weird. The best response to a standard Axis opening is a standard Allied opening; that’s why they’re standard, is that nobody has any reliably better ideas. But sooner or later, either your opponent will try some kind of gambit (and you can punish them for it, often by doing something weird yourself), or the dice will come up unusually strong or weak in a particular area of the map, which gives you an opportunity to exploit that with a weird strategy. Even weak dice can give you the excuse to abandon a region, which can free up cash to try a gambit somewhere else.
So the game does get complex and unique and replayable, but it mostly does that around turn 5 or 6, after players have had a chance to build their usual starting units and send those units into battle and see the results.